Pikachu (SSB4): Difference between revisions

→‎Moveset: Adding extra information and move descriptions. Hover added for charged damage information.
(→‎Moveset: Adding extra information and move descriptions. Hover added for charged damage information.)
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|neutral1dmg=1%
|neutral1dmg=1%
|ftiltname=Pika Kick
|ftiltname=Pika Kick
|ftiltdesc=Plants itself on its upper paws and kicks its lower paws in front of its body. Can be angled up and down.
|ftiltdesc=Plants itself on its upper paws and kicks its lower paws in front of its body. The move has increased knockback when angled up, but has a chance to [[trip]] when angled down.
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=10%
|ftiltupdmg=10%
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|ftiltdowndmg=8%
|ftiltdowndmg=8%
|utiltname=Tail Smack
|utiltname=Tail Smack
|utiltdesc=Swings its tail above its body in an arc. Has very low base knockback and low knockback scaling, making it very useful for combos.
|utiltdesc=Swings its tail above its body in an arc. A very fast attack with low base knockback and scaling, which can reliably set up into its aerials.
|utiltdmg=5%
|utiltdmg=5%
|dtiltname=Tail Sweep
|dtiltname=Tail Sweep
|dtiltdesc=Sweeps its tail in front of itself. Is very quick in terms of both [[startup]] and [[ending lag]].
|dtiltdesc=Sweeps its tail in front of itself. Is very quick in terms of both [[startup]] and [[ending lag]]. Has a change of [[tripping]] opponents.
|dtiltdmg=6%
|dtiltdmg=6%
|dashname=Running Headbutt
|dashname=Running Headbutt
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|dashdmg=10% clean <br> 6% late
|dashdmg=10% clean <br> 6% late
|fsmashname=Thundershock
|fsmashname=Thundershock
|fsmashdesc=Rears back, then ejects an attached jolt of electricity in front from its cheeks. Has high [[range]], and very strong knockback
|fsmashdesc=Rears back, then ejects an attached jolt of electricity from its cheeks while leaning forwards. In terms of knockback, this move is far stronger when hit inside the jolt, and is weakest when hit with Pikachu's cheeks during startup.
|fsmashdmg=12-15% uncharged <br> 22-26% fully charged close
|fsmashdmg={{rollover|15% cheeks|22% fully charged|y}} <br> {{rollover|18% inside jolt|26% fully charged|y}} <br> {{rollover|12% jolt tip|17% fully charged|y}}
|usmashname=Tail Somersault
|usmashname=Tail Somersault
|usmashdesc=Does a backflip. A strong and relatively fast move that is useful in many situations.
|usmashdesc=A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup.
|usmashdmg=13% uncharged <br> 20% fully charged
|usmashdmg={{rollover|13% tail start |19% fully charged|y}} <br> {{rollover|14% body|20% fully charged|y}} <br> {{rollover|11% late|16% fully charged|y}} <br> {{rollover|7% tail end|11% fully charged|y}}
|dsmashname=Electric Flower
|dsmashname=Electric Flower
|dsmashdesc=Spins around in place repeatedly, whilst surrounded with electricity. Good for racking up damage, but has somewhat high ending lag.
|dsmashdesc=Spins around in place repeatedly whilst surrounded with electricity. A multi-hit move with decent power but [[punish]]able [[ending lag]].
|dsmashdmg=13% uncharged (all hits) <br> 19% fully charged (all hits)
|dsmashdmg={{rollover|13% (all hits)|19% fully charged|y}}
|nairname=Pika Roll
|nairname=Pika Roll
|nairdesc=Curls up in a ball and does somersaults in the air. Has fast startup and is powerful, making it very useful for running aerial [[approach]]es, though it has high [[landing lag]].
|nairdesc=Curls up in a ball and repeatedly somersaults. Extremely fast [[startup]] with good horizontal knockback, making it a good aerial finisher or a useful [[edgeguarding]] move. Can be auto-cancelled when performed alongside a non fast-fell [[short hop]], otherwise high [[landing lag]].
|nairdmg=5-8%
|nairdmg=8% clean <br> 5% late
|fairname=Electric Drill
|fairname=Electric Drill
|fairdesc=Does a barrel roll in the air, emitting sparks. The move has multiple hits, with the final one dealing knockback. The first few hits have almost no landing lag, making the move very useful for setting up up tilts, up smashes, and grabs on grounded opponents.
|fairdesc=Does a constant forward aileron roll while surrounded by electricity. The move consists of multiple hits, with the final one dealing decent horizontal knockback. The first few hits have little landing lag, which can potentially set up into a grounded move or [[grab]].
|fairdmg=1-9%
|fairdmg=1-9%
|bairname=Glider
|bairname=Glider
|bairdesc=Spins in a manner similar to its down smash, but without electrical effects. The move consists of multiple hits, with the final one dealing decently high knockback (enough to KO reliably offstage). However, the move has high ending lag and very high landing lag.
|bairdesc=Spins in a manner similar to its down smash, but without electrical effects. The move consists of multiple hits, with the final one dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a [[jump|full hop]].
|bairdmg=4-9%
|bairdmg=4-9%
|uairname=Tail Chop
|uairname=Tail Chop
|uairdesc=Swiftly swings its tail above itself in an arc. A very quick move with low knockback, and is very useful in aerial combos, being able to set up neutral aerials and other up aerials.
|uairdesc=Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this move can combo into itself or set up into a neutral aerial. Can be auto-cancelled when performed alongside a non fast-fell [[short hop]], otherwise some landing lag.
|uairdmg=4%
|uairdmg=5% front <br> 4% back
|dairname=Electric Screw
|dairname=Electric Screw
|dairdesc=Does a barrel roll, like its forward aerial, except it is facing the ground. Unlike its forward aerial, the move does one hit in the air, and another hit on the ground if Pikachu lands during the move's duration. Has decent knockback, but very high landing lag (though this can be avoided by [[auto-cancelling]] the move in [[short hop]]s).
|dairdesc=Does a constant downwards aileron roll while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be [[auto cancel|auto cancelled]] in a [[short hop]]. If Pikachu lands during the attack's duration it causes a small shockwave to appear around him, which deals little damage at the cost of high landing lag.
|dairdmg=12% (main hit) <br> 4% (landing hit)
|dairdmg=12% main <br> 4% landing
|grabname=Grab
|grabname=Grab
|grabdesc=A quick, short-ranged grab.
|grabdesc=A quick, short-ranged grab.
|pummelname=Electric Shock
|pummelname=Electric Shock
|pummeldesc=Zaps the opponent. A quick pummel.
|pummeldesc=Zaps the opponent. A quick pummel.
|pummeldmg=1% per pummel
|pummeldmg=1-2% per pummel
|fthrowname=Electrocution
|fthrowname=Electrocution
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percentages.
|fthrowdesc=Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percentages.
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